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Diffstat (limited to 'source/blender/gpu/GPU_basic_shader.h')
-rw-r--r--source/blender/gpu/GPU_basic_shader.h118
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+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file GPU_basic_shader.h
+ * \ingroup gpu
+ */
+
+#ifndef __GPU_BASIC_SHADER_H__
+#define __GPU_BASIC_SHADER_H__
+
+#include "BLI_utildefines.h"
+#include "GPU_glew.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Fixed Function Shader */
+
+typedef enum GPUBasicShaderOption {
+ GPU_SHADER_USE_COLOR = (1 << 0), /* use glColor, for lighting it replaces diffuse */
+ GPU_SHADER_LIGHTING = (1 << 1), /* use lighting */
+ GPU_SHADER_TWO_SIDED = (1 << 2), /* flip normals towards viewer */
+ GPU_SHADER_TEXTURE_2D = (1 << 3), /* use 2D texture to replace diffuse color */
+
+ GPU_SHADER_SOLID_LIGHTING = (1 << 4), /* use faster lighting (set automatically) */
+ GPU_SHADER_STIPPLE = (1 << 5), /* use stipple */
+ GPU_SHADER_LINE = (1 << 6), /* draw lines */
+ GPU_SHADER_OPTIONS_NUM = 7,
+ GPU_SHADER_OPTION_COMBINATIONS = (1 << GPU_SHADER_OPTIONS_NUM)
+} GPUBasicShaderOption;
+
+/* Keep these in sync with gpu_shader_basic_frag.glsl */
+typedef enum GPUBasicShaderStipple {
+ GPU_SHADER_STIPPLE_HALFTONE = 0,
+ GPU_SHADER_STIPPLE_QUARTTONE = 1,
+ GPU_SHADER_STIPPLE_CHECKER_8PX = 2,
+ GPU_SHADER_STIPPLE_HEXAGON = 3,
+ GPU_SHADER_STIPPLE_DIAG_STRIPES = 4,
+ GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP = 5,
+ GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW = 6,
+ GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP = 7,
+ GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN = 8,
+ GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP = 9,
+ GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER = 10,
+ GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP = 11
+} GPUBasicShaderStipple;
+
+void GPU_basic_shaders_init(void);
+void GPU_basic_shaders_exit(void);
+
+void GPU_basic_shader_bind(int options);
+int GPU_basic_shader_bound_options(void);
+
+void GPU_basic_shader_colors(const float diffuse[3], const float specular[3],
+ int shininess, float alpha);
+
+/* Fixed Function Lighting */
+
+typedef enum GPULightType {
+ GPU_LIGHT_POINT,
+ GPU_LIGHT_SPOT,
+ GPU_LIGHT_SUN
+} GPULightType;
+
+typedef struct GPULightData {
+ GPULightType type;
+
+ float position[3];
+ float direction[3];
+
+ float diffuse[3];
+ float specular[3];
+
+ float constant_attenuation;
+ float linear_attenuation;
+ float quadratic_attenuation;
+
+ float spot_cutoff;
+ float spot_exponent;
+} GPULightData;
+
+void GPU_basic_shader_light_set(int light_num, GPULightData *light);
+void GPU_basic_shader_light_set_viewer(bool local);
+void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id);
+void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern);
+void GPU_basic_shader_line_width(float line_width);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+